Exchanging assets between on-line virtual worlds

ABSTRACT

Some embodiments of the present invention provide a system that facilitates exchanging assets between online virtual worlds. During operation, the system receives a first asset from a representative of a first player who controls the first asset in a first virtual world, and receives a second asset from a representative of a second player who controls the second asset in the second virtual world. Next, the system provides the first asset to a representative of the second player in the first virtual world, and provides the second asset to a representative of the first player in the second virtual world.

RELATED ART

The present invention relates to systems for exchanging assets betweenon-line virtual worlds.

Tens of millions of people presently participate in online “virtualworlds,” which provide simulated environments for participants (players)to inhabit and interact with other players. These virtual worlds includefantasy worlds, such as Second Life™, or massively multiplayer onlinegames, such as World of Warcraft™ or EVE Online™.

While participating in these virtual worlds, players typically spend alarge amount of time and effort accumulating assets. For example, theseassets can include swords or potions in World of Warcraft™, or houses,clothing, or virtual-world currency such as Linden Dollars in SecondLife™. Players also exchange these assets with other players ormerchants within the same virtual world to achieve various goals. Forexample, World of Warcraft™ provides auction houses to facilitate buyingand selling various assets and Second Life users establish stores withinthe virtual world to facilitate the same.

Although it is relatively easy to trade assets within a virtual world,it is considerably harder to trade assets between virtual worlds. Forexample, a long-time player of World of Warcraft™ may want to transitionto playing EVE Online™. However, the player may not want to spend asignificant amount of time accumulating assets in EVE Online™ if theplayer has already spent a lot of time accumulating assets in World ofWarcraft™. In this example, it would be advantageous for the player tobe able to exchange assets in World of Warcraft™ for assets in EVEOnline™. As these virtual worlds develop larger and more complex virtualassets and sales, the desirability of exchanges between worlds willgrow.

SUMMARY

Some embodiments of the present invention provide a system thatfacilitates exchanging assets between online virtual worlds. Duringoperation, the system receives a first asset from a representative of afirst player who controls the first asset in a first virtual world, andreceives a second asset from a representative of a second player whocontrols the second asset in the second virtual world. Next, the systemprovides the first asset to a representative of the second player in thefirst virtual world, and provides the second asset to a representativeof the first player in the second virtual world.

In some embodiments, upon receiving the first asset, the system storesthe first asset in a first warehouse in the first virtual world, andbefore providing the first asset, the system retrieves the first assetfrom the first warehouse. Similarly, upon receiving the second asset,the system stores the second asset in a second warehouse in the secondvirtual world, and before providing the second asset, the systemretrieves the second asset from the second warehouse.

In some embodiments, a first market persona in the first virtual worldis responsible for receiving the first asset from the representative ofthe first player and providing the first asset to the representative ofthe second player. Similarly, a second market persona in the secondvirtual world is responsible for receiving the second asset from therepresentative of the second player and providing the second asset tothe representative of the first player.

In some embodiments, prior to receiving the first asset, the facilitatesforming an agreement to exchange the first asset with the second assetby matching the first player who controls the first asset in a firstvirtual world with the second player who controls the second asset in asecond virtual world, and then enabling the first player and the secondplayer to form an agreement on an exchange between the first asset andthe second asset.

In some embodiments, the system records the agreement and usesparameters from the recorded agreement to suggest real exchange ratesfor future exchanges involving the first asset and/or the second asset.

In some embodiments, the system uses the recorded agreement, along withother recorded agreements associated with other exchanges, to establishan exchange rate between a first currency in the first virtual world anda second currency in the second virtual world.

In some embodiments, matching the first player with the second playeradditionally involves authenticating the first player and the secondplayer.

Some embodiments of the present invention provide a system thatfacilitates exchanging assets between online virtual worlds. Duringoperation, the system receives a request from a player who controls afirst asset in a first virtual world to exchange the first asset for asecond asset in a second virtual world. Next, the system determines areal exchange rate between the first asset and the second asset based onequal asset values for the first asset and the second asset. The systemthen receives the first asset from a representative of the player in thefirst virtual world, and provides the second asset to a representativeof the player in the second virtual world.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 illustrates a system which facilitates exchanging assets betweenonline virtual worlds in accordance with an embodiment of the presentinvention.

FIG. 2 presents a flow chart illustrating how two players in differentvirtual worlds exchange assets with each other in accordance with anembodiment of the present invention.

FIG. 3 presents a flow chart illustrating how a single player exchangesassets in different virtual worlds in accordance with an embodiment ofthe present invention.

DETAILED DESCRIPTION

The following description is presented to enable any person skilled inthe art to make and use the invention, and is provided in the context ofa particular application and its requirements. Various modifications tothe disclosed embodiments will be readily apparent to those skilled inthe art, and the general principles defined herein may be applied toother embodiments and applications without departing from the spirit andscope of the present invention. Thus, the present invention is notlimited to the embodiments shown, but is to be accorded the widest scopeconsistent with the principles and features disclosed herein.

The data structures and code described in this detailed description aretypically stored on a computer-readable storage medium, which may be anydevice or medium that can store code and/or data for use by a computersystem. The computer-readable storage medium includes, but is notlimited to, volatile memory, non-volatile memory, magnetic and opticalstorage devices such as disk drives, magnetic tape, CDs (compact discs),DVDs (digital versatile discs or digital video discs), or other mediacapable of storing computer-readable media now known or later developed.

The methods and processes described in the detailed description sectioncan be embodied as code and/or data, which can be stored in a computerreadable storage medium as described above. When a computer system readsand executes the code and/or data stored on the computer-readablestorage medium, the computer system perform the methods and processesembodied as data structures and code and stored within thecomputer-readable storage medium. Furthermore, the methods and processesdescribed below can be included in hardware modules. For example, thehardware modules can include, but are not limited to,application-specific integrated circuit (ASIC) chips, field-programmablegate arrays (FPGAs), and other programmable-logic devices now known orlater developed. When the hardware modules are activated, the hardwaremodules perform the methods and processes included within the hardwaremodules.

Overview

Embodiments of the present invention provide a system which allows aplayer in a first virtual world to exchange a non-monetary asset withanother player in a second virtual world without having to: exchange theasset for currency of the first virtual world; convert the currency fromthe first virtual world to currency in the real world; convert the realcurrency to the currency of the second virtual world; and purchase theasset in the second world. Hence, the system essentially provides anefficient barter system (and also lets players exchange assets whenthere is no system for conversion/purchase in real-world currencies). Insome embodiments, this is accomplished by using derived asset values andreal exchange rates to convert between assets. This is useful, forexample, if a “player” in one world is tired or bored and wants to tryout another world without losing too much value in the assets generatedin the world he is leaving (e.g., the player is sick of World ofWarcraft™ and wants to move to Second Life™ and the player exchangesassets with one or more people who want to do the reverse).

Hence, in some embodiments of the present invention, the systemfacilitates matching players who would like to exchange assets in afirst virtual world for assets in a second virtual world with acomplementary player in the second virtual world who would like toexchange their assets for assets in the first virtual world. Forexample, a player may want to move entirely from one virtual world toanother, or a business may want to balance assets between two virtualworlds.

The system can also provide a way for those players to converse aboutwhat each player would like to exchange, which enables the players towork out an equitable exchange. For example, a first player in a firstvirtual world could agree with a second player in a second virtual worldto exchange two swords in the first virtual world for one ship in asecond virtual world.

The system can also record transactions in a database. The system canuse these recorded transactions to establish values for objects inworlds where there is no built-in way of valuing objects in across-world currency or in the currencies of other worlds. For example,if we know the value of the two swords to be $400 Linden Dollars (L) inSecond Life™, and the two swords are traded for one ship in a secondvirtual world, then the ship can be inferred to have a value equivalentto $400 L for future exchanges between the worlds. (Note that the valueof that asset could be expressed in either the currency of Second Life™as $400 L or in a cross-world currency (US dollars) determined by theLinden exchange rate with US dollars.)

In another example, if we know a horse is equal in value to four boxesof dental floss in a first virtual world, and three horses in the firstvirtual world are traded for one suite of armor in a second virtualworld, then one suit of armor in the second virtual world can beinferred to have a value equivalent to 12 boxes of dental floss in thefirst virtual world.

The system can also use the accumulated data to suggest values forfuture transactions. For example, the system can inform a party thatduring previous transactions, the same items in a second virtual worldhad a value of x currency units in a first virtual world (or in across-world currency).

The system can additionally use the accumulated data to establish anexchange rate between in-world currencies and cross-world currencies(e.g., US dollars) where no such exchange rate has been establishedpreviously. For example, suppose a ship in a second virtual world cost100 quatloos in that world's currency, and during an exchangetransaction the ship in the second virtual world was traded for an assetworth $400 L in Second Life™. Moreover, assume that $400 L in SecondLife™ is equivalent to $2 US. This allows us to infer that 100quatloos=$2 US. An actual exchange rate could be determined by averaging(or other mechanism) over a number of transactions in which suchvaluations are made.

The system can also go beyond the barter model and can operate on thebasis of exchanges of equal asset value rather than exchange of assetsthemselves. Thus, the system could build up and host a warehouse ofgoods in each virtual world. Then, if a player in a first virtual worldwants to move the value of some or all of his assets from the firstvirtual world to a second virtual world, he could exchange his assets inthe first virtual world for delivery of an equal value of assets in thesecond virtual world from the system's warehouse of goods in the secondvirtual world. Hence, the system can effectively function as amarket-maker.

We describe various embodiments of the present invention in more detailbelow.

Online Virtual Worlds

FIG. 1 illustrates a system which facilitates exchanging assets betweenonline virtual worlds in accordance with an embodiment of the presentinvention. More specifically, FIG. 1 illustrates two online virtualworlds 110 and 120. Virtual worlds 110 and 120 provide simulatedenvironments for players to inhabit and interact with other players.These virtual worlds can include reality simulation worlds, such asSecond Life™, or massively multiplayer online games, such as World ofWarcraft™ or EVE Online™. In general, virtual worlds 110 and 120 caninclude any computer-based simulated environment which enable players tointeract with other players and/or simulated players. Note that virtualworlds 110 and 120 can be different virtual worlds. For example, virtualworld 110 can be Second Life™ while virtual world 120 can be World ofWarcraft™.

Virtual worlds 110 and 120 can also be different instances of the samevirtual world. For example, some online games allow players to inhabitdifferent instances of the same game, and the present invention can beused to facilitate exchanges of assets between players in the differentinstances of the same game.

Note that an asset can include any item that a player has rights to (orcontrol over) in the virtual world. For example, an asset can be asword, a potion or even currency in a virtual world. More generally, theasset can also include any rights or powers within the virtual world ifsuch rights or powers are transferable. For example, the asset caninclude the right to cross a property belonging to another player in thevirtual world, or the power to walk on water within the virtual world.

Virtual worlds 110 and 120 are inhabited by a number of personas (orcharacters) who are controlled by players. More specifically, virtualworld 110 includes a persona 114 who is controller by a player 115, andvirtual world 120 includes a persona 124 who is controlled by a player125. Note that players typically control personas (or characters) byentering commands through one or more input devices, such as a keyboardor a mouse.

Virtual worlds 110 and 120 also include warehouses for storing assetsthat are received from personas and are to be given to other personas.These warehouses can be associated with “market personas,” who actuallyexchange the assets with the personas. More specifically, virtual world110 includes warehouse 111 and market persona 112, wherein marketpersona 112 exchanges various assets from warehouse 111 with persona114. Similarly, virtual world 120 includes warehouse 121 and marketpersona 122, wherein market persona 122 exchanges various assets fromwarehouse 121 with persona 124.

One embodiment of the present invention provides a system whichfacilitates exchanging assets between persona 114 in virtual world 110and persona 124 in virtual world 120. To facilitate this process, thissystem provides an interface 140 between the virtual worlds. Interface140 facilitates communication between: (1) market personas 112 and 122,(2) personas 114 and 124 and (3) players 115 and 125. This communicationenables players 115 and 125 to arrive at an exchange agreement 130 andto coordinate the associated exchange of assets.

Exchanging Assets between Two Players

FIG. 2 presents a flow chart illustrating how two players in differentvirtual worlds can exchange assets with each other in accordance with anembodiment of the present invention. First, the system matches a firstplayer who controls a first asset in a first virtual world with a secondplayer who controls a second asset in a second virtual world (step 202).Next, the system enables the first player and the second player to reachan agreement on an exchange between the first asset and the second asset(step 204). This can involve allowing players 115 and 125 to communicatewith each other, either directly through a text message, an email or aphone call, or indirectly through their respective personas 114 and 124.

Next, the system records parameters of the agreement (step 206). Thisenables the system to use parameters from the agreement to suggest realexchange rates for future exchanges involving the first asset and/or thesecond asset.

Some embodiments of the present invention provide mechanisms toestablish trust between players. For example, in some embodiments,players have digital certificates signed by a certificate authority(such as Verisign™) to establish their identities. In these embodiments,the system allows the players to digitally sign communications withtheir corresponding private keys so the communications can beauthenticated as originating from a trusted source. Additionally, thesystem can maintain ratings for how well players execute theiragreed-upon transactions based on feedback from other players.

Next, the system facilitates the actual exchange of assets. Morespecifically, the system receives the first asset from a representativeof the first player in the first virtual world and stores the firstasset in a first warehouse in the first virtual world (step 208). Next,the system receives the second asset from a representative of the secondplayer in the second virtual world and stores the second asset in asecond warehouse in the second virtual world (step 210). The system thenprovides the first asset from the first warehouse to a representative ofthe second player in the first virtual world (step 212), and similarlyprovides the second asset from the second warehouse to a representativeof the first player in the second virtual world (step 214).

Note that the first warehouse in the first virtual world could issue a“receipt” or “claim” on an asset in the first warehouse without theplayer in the virtual world actually having to take the item out of thewarehouse. Then, players could exchange those claims with other playersin the first virtual world, thereby further refining the valuationmodel. Note that these receipts or claims would be similar to realcurrency when it was based on the gold standard (when currency wasactually a gold certificate).

Moreover, to ensure that the exchange of assets takes place in propersequence, the system can keep the first and second assets in “escrow”during the exchange process. For example, when the system receives thefirst asset from the representative of the first player, the system cankeep the first asset in escrow, which means the system will not releasethe first asset to a representative of the second player until arepresentative of the second player deposits the second asset in thesecond warehouse. Similarly, when the system receives the second assetfrom the representative of the second player, the system can keep thesecond asset in escrow, so that system will not release the second assetto a representative of the first player until a representative of thefirst player deposits the first asset in the first warehouse.

Exchanging Assets for a Single Player

FIG. 3 presents a flow chart illustrating how a single player exchangesassets in different virtual worlds in accordance with an embodiment ofthe present invention. Unlike the situation illustrated in FIG. 2 wheretwo players exchange assets, in this situation a single player exchangesassets between virtual worlds based on a real exchange rate establishedby previous transactions involving the same assets or related assets.

During operation, the system receives a request from a player whocontrols a first asset in a first virtual world to exchange the firstasset for a second asset in a second virtual world (step 302). Next, thesystem determines a real exchange rate between the first asset and thesecond asset based on equal asset values for the first asset and thesecond asset (step 304).

This real exchange rate can be established in a number of ways. Forexample, the real exchange rate can be a “derived exchange rate” whichis derived from transaction records for previous barter-exchangetransactions. For example, if a player exchanged two swords in a firstvirtual world for a ship in a second virtual world, and another playerexchanged a ship in the second virtual world for four horses in thesecond virtual world, the system can infer that a sword in the firstvirtual world is worth two horses in the second virtual world.Alternatively, the real exchange rate can be established by acentralized authority who is responsible for establishing real exchangerates.

Referring back to FIG. 3, the system next receives the first asset froma representative of the player in the first virtual world (step 306).After the first asset is received, the system provides the second assetto a representative of the player in the second virtual world (step308).

The foregoing descriptions of embodiments have been presented forpurposes of illustration and description only. They are not intended tobe exhaustive or to limit the present description to the formsdisclosed. Accordingly, many modifications and variations will beapparent to practitioners skilled in the art. Additionally, the abovedisclosure is not intended to limit the present description. The scopeof the present description is defined by the appended claims.

1. A method for facilitating an exchange of assets between onlinevirtual worlds, comprising: receiving a first asset from arepresentative of a first player who controls the first asset in a firstvirtual world; receiving a second asset from a representative of asecond player who controls the second asset in a second virtual world;providing the first asset to a representative of the second player inthe first virtual world; and providing the second asset to arepresentative of the first player in the second virtual world.
 2. Themethod of claim 1, wherein upon receiving the first asset, the methodfurther comprises storing the first asset in a first warehouse in thefirst virtual world, and before providing the first asset, the methodfurther comprises retrieving the first asset from the first warehouse;and wherein upon receiving the second asset, the method furthercomprises storing the second asset in a second warehouse in the secondvirtual world, and before providing the second asset, the method furthercomprises retrieving the second asset from the second warehouse.
 3. Themethod of claim 1, wherein a first market persona in the first virtualworld is responsible for receiving the first asset from therepresentative of the first player and providing the first asset to therepresentative of the second player; and wherein a second market personain the second virtual world is responsible for receiving the secondasset from the representative of the second player and providing thesecond asset to the representative of the first player.
 4. The method ofclaim 1, wherein prior to receiving the first asset, the method furthercomprises facilitating formation of an exchange agreement by: matchingthe first player who controls the first asset in a first virtual worldwith the second player who controls the second asset in a second virtualworld; and enabling the first player and the second player to form anagreement on an exchange between the first asset and the second asset.5. The method of claim 4, further comprising: recording the agreement;and using parameters from the recorded agreement to suggest realexchange rates for future exchanges involving the first asset and/or thesecond asset.
 6. The method of claim 5, further comprising using therecorded agreement along with other recorded agreements associated withother exchanges to establish an exchange rate between a first currencyin the first virtual world and a second currency in the second virtualworld.
 7. The method of claim 1, wherein matching the first player withthe second player additionally involves authenticating the first playerand the second player.
 8. A method for facilitating an exchange ofassets between online virtual worlds, comprising: receiving a requestfrom a player who controls a first asset in a first virtual world toexchange the first asset for a second asset in a second virtual world;determining a real exchange rate between the first asset and the secondasset based on equal asset values for the first asset and the secondasset; and receiving the first asset from a representative of the playerin the first virtual world; and providing the second asset to arepresentative of the player in the second virtual world.
 9. The methodof claim 8, wherein receiving the first asset involves storing the firstasset in a first warehouse in the first virtual world; and whereinproviding the second asset involves retrieving the second asset from asecond warehouse in the second virtual world.
 10. The method of claim 8,wherein a first market persona in the first virtual world is responsiblefor receiving the first asset from the representative of the player; andwherein a second market persona in the second virtual world isresponsible for providing the second asset to the representative of theplayer.
 11. The method of claim 8, wherein determining the real exchangerate between the first asset and the second asset involves inferring anexchange based on previous exchanges involving the first asset, thesecond asset, and possibly related exchanges.
 12. The method of claim 8,wherein prior to determining the real exchange rate, the method furtherinvolves authenticating the player.
 13. A computer-readable storagemedium storing instructions that when executed by a computer cause thecomputer to perform a method for facilitating an exchange of assetsbetween online virtual worlds, the method comprising: receiving a firstasset from a representative of a first player who controls the firstasset in a first virtual world; receiving a second asset from arepresentative of a second player who controls the second asset in asecond virtual world; providing the first asset to a representative ofthe second player in the first virtual world; and providing the secondasset to a representative of the first player in the second virtualworld.
 14. The computer-readable storage medium of claim 13, whereinupon receiving the first asset, the method further comprises storing thefirst asset in a first warehouse in the first virtual world, and beforeproviding the first asset, the method further comprises retrieving thefirst asset from the first warehouse; and wherein upon receiving thesecond asset, the method further comprises storing the second asset in asecond warehouse in the second virtual world, and before providing thesecond asset, the method further comprises retrieving the second assetfrom the second warehouse.
 15. The computer-readable storage medium ofclaim 13, wherein a first market persona in the first virtual world isresponsible for receiving the first asset from the representative of thefirst player and providing the first asset to the representative of thesecond player; and wherein a second market persona in the second virtualworld is responsible for receiving the second asset from therepresentative of the second player and providing the second asset tothe representative of the first player.
 16. The computer-readablestorage medium of claim 13, wherein prior to receiving the first asset,the method further comprises facilitating formation of an exchangeagreement by: matching the first player who controls the first asset ina first virtual world with the second player who controls the secondasset in a second virtual world; and enabling the first player and thesecond player to form an agreement on an exchange between the firstasset and the second asset.
 17. The computer-readable storage medium ofclaim 16, wherein the method further comprises: recording the agreement;and using parameters from the recorded agreement to suggest realexchange rates for future exchanges involving the first asset and/or thesecond asset.
 18. The computer-readable storage medium of claim 17,wherein the method further comprises using the recorded agreement alongwith other recorded agreements associated with other exchanges toestablish an exchange rate between a first currency in the first virtualworld and a second currency in the second virtual world.
 19. Thecomputer-readable storage medium of claim 13, wherein matching the firstplayer with the second player additionally involves authenticating thefirst player and the second player.
 20. A computer-readable storagemedium storing instructions that when executed by a computer cause thecomputer to perform a method for facilitating an exchange of assetsbetween online virtual worlds, comprising: receiving a request from aplayer who controls a first asset in a first virtual world to exchangethe first asset for a second asset in a second virtual world;determining a real exchange rate between the first asset and the secondasset based on equal asset values for the first asset and the secondasset; and receiving the first asset from a representative of the playerin the first virtual world; and providing the second asset to arepresentative of the player in the second virtual world.
 21. Thecomputer-readable storage medium of claim 20, wherein receiving thefirst asset involves storing the first asset in a first warehouse in thefirst virtual world; and wherein providing the second asset involvesretrieving the second asset from a second warehouse in the secondvirtual world.
 22. The computer-readable storage medium of claim 20,wherein a first market persona in the first virtual world is responsiblefor receiving the first asset from the representative of the player; andwherein a second market persona in the second virtual world isresponsible for providing the second asset to the representative of theplayer.
 23. The computer-readable storage medium of claim 20, whereindetermining the real exchange rate between the first asset and thesecond asset involves inferring an exchange based on previous exchangesinvolving the first asset, the second asset, and possibly relatedexchanges.
 24. The computer-readable storage medium of claim 20, whereinprior to determining the real exchange rate, the method further involvesauthenticating the player.
 25. An apparatus that facilitates exchangingassets between online virtual worlds, comprising: a first market personain a first virtual world, wherein the first market person is configuredto, receive a first asset from a representative of a first player whocontrols the first asset in a first virtual world, and provide the firstasset to a representative of the second player in the first virtualworld; a second market person in a second virtual world, wherein thesecond market persona is configured to, receive a second asset from arepresentative of a second player who controls the second asset in asecond virtual world, and provide the second asset to a representativeof the first player in the second virtual world.
 26. The apparatus ofclaim 25, wherein upon receiving the first asset, the first marketpersona is configured to store the first asset in a first warehouse inthe first virtual world, and before providing the first asset, the firstmarket persona is configured to retrieve the first asset from the firstwarehouse; and wherein upon receiving the second asset, the secondmarket persona is configured to store the second asset in a secondwarehouse in the second virtual world, and before providing the secondasset, the second market persona is configured to retrieve the secondasset from the second warehouse.
 27. An apparatus that facilitatesexchanging assets between online virtual worlds, comprising: arequest-receiving mechanism configured to receive a request from aplayer who controls a first asset in a first virtual world to exchangethe first asset for a second asset in a second virtual world; anexchange-rate-determining mechanism configured to determine a realexchange rate between the first asset and the second asset based onequal asset values for the first asset and the second asset; anasset-receiving mechanism configured to receive the first asset from arepresentative of the player in the first virtual world; and anasset-providing mechanism configured to provide the second asset to arepresentative of the player in the second virtual world.